Allow me to break this down into nice little categories for everyone.
Cura II
As if the first spell didn't suck enough already, now you add in Cura II. Wouldn't have been too bad of a spell if you could target people outside of your party, then it would ALMOST make sense to have it. All Cura is, is an under powered Curaga. And no, it does not matter if Afflatus Misery is up or not, the spell still sucks. Being able to cure 100+ HP, ONLY if you have sustained sufficient damage and ONLY to yourself makes it stupid. Guess what? White Mages are NOT supposed to sustain damage. Hence why there is enmity down armor. Curaga may take up a little bit more MP, but the amount of HP recovered is more stable and reliable than Cura AND you can cast it on other people instead of having to run down to the DD's and put yourself in harms way. Which ALSO makes Cura useless because in a pinch, I am going to throw out a Curaga spell first (especially to wake other sleeping teammates!), that way I do not have to worry about accidentally moving and interrupting my spell casting (which seldom happens for me, but happens quote often if you are not used to playing the job). I am a seasoned White Mage, I have been playing it for 6+ years. Cura is a joke. Care to guess what that makes Cura II?
Refresh II
Because Red Mages everywhere were upset about Battery Charge being too powerful, now they get Refresh II and guess what? You are boosting the effect of Battery Charge to make it more powerful still. While White Mages STILL have no natural ("natural" means the job by itself with no subjob or other item/equipment) refresh capability. Every single mage job in the game (any job that uses MP naturally) has some form of natural refresh. Let me count the ways:
Natural Forms of Refresh (or otherwise saving MP)
* White Mage: Nothing
* White Mage: Devotion (Oh wait, that gives MP to OTHER people... yeah no MP for WHM)
* Black Mage: Aspir (May not be much, but its something)
* Black mage: Manafont (2HR, unlimited MP)
* Black Mage: Clear Mind V (May not be refresh, but sure helps a lot when healing. Originally not given to WHM or SMN at 75, they have to wait the longest, why?)
* Red Mage: Convert
* Red Mage: Refresh
* Red Mage: Refresh II (That's right, 3 forms of MP recovery while most jobs have 1, maybe 2)
* Paladin: Auto-Refresh (May not be much, but PLD do not have much MP to begin with)
* Paladin: Chivalry (Converts TP to MP)
* Dark Knight: Aspir
* Dark Knight: Aspir II (Still beats nothing)
* Bard: Mages Ballad (Does not even use MP naturally and they have a form of Refresh)
* Bard: Mages Ballad II (I understand, support job, fine. But they still have Refresh)
* Bard: Mages Ballad III (Really?)
* Summoner: Auto-Refresh (May not be much, but helps when no Avatar is out)
* Summoner: Elemental Siphon (Which has also received a boost)
* Summoner: Clear Mind V (Same as stated for BLM)
* Summoner: Diabolos + Avatar's Favor (May not recover much for the SMN, but helps everyone else and was made stronger in a recent update)
* Summoner: Perpetuation Cost going down past level 75, that will make the above combination much more useful.
* Blue Mage: Battery Charge
* Blue Mage: Diffusion + Battery Charge = Refreshga
* Blue Mage: Auto-Refresh (Numerous ways to obtain this)
* Corsair: Evoker's Roll (Again, another support job, but they at least still have it as an option)
* Dancer: Aspir Samba (Not really a support job in the same sense that BRD & COR are, but still has some form of refresh)
* Dancer: Aspir Samba II (Thanks for 2 forms, that they don't need. And when are mages going to melee anyway? That makes this useful to PLD & DRK, assuming they don't want Haste instead)
* Scholar: Sublimation (Up to 25% of Max HP restored to MP, without merits)
* Scholar: Light/Dark Arts (Helps save 10% of MP, not a refresh)
* Scholar: Clear Mind V (Third job to have this)
* Scholar: Strategems (More ways to save MP, even though no refresh)
* Scholar: Manifestation + Aspir = Lots of MP back (great in large sleeping crowds)
What to Give White Mages
How about Reviviscence? WHM are already the kings of "ga" spells, right? Why not Stoneskinga, Aquaveilga, Blinkga, give some power back to and potency back to WHM? Hastega? Hey, you already gave it to Garuda, why not give it to a WHM so that it can NOT suck horribly? If a BLU uses Diffusion, they can cast an AOE Haste that is MUCH more potent than a WHM Haste (something else that now sucks). Clear Mind V at a lower level? Since they have NO refresh ability, they should have the highest Clear Mind in the game. Ooh, how about Clear Mind VI? No, that would make too much sense. Can't have that now, can we? Then people might actually think you care about your fans and don't want to royally screw over WHM, like you have been doing for years. I'll be the first person to admit it, I'm biased towards WHM. But come on, Cure VI is crap (its less efficient than Cure II). Cura I & II are a slap in the face of WHM everywhere. The only good thing you have done for WHM since I have been playing is Afflatus Solace. Misery is useless unless you are soloing/DD'ing and pop up Auspice for Light damage to try and make your lolddwhm less of a joke. Oh man, give a WHM Razed Ruins and let them Hexa Strike and it can out parse Randgrith 1,000 times over.
Conclusion
Please explain to me how this is fair to White mages? And do not say that Cure VI means anything because after using it in battle, Cure V is FAR more efficient, especially to the MP conserving WHM. Cure VI should be a FULL heal for the amount of MP consumed. Almost double the MP consumed, but the amount of HP healed more than a Cure V is about... 50-75 HP, total. Thanks, but I'll toss out two Cure V, suck up the extra 47 MP, heal almost twice the amount of HP and save on enmity since Cure V builds as much hate as a Cure III and Cure VI builds slightly more than a Cure IV. When you balance everything out, White Mage got tossed into the water of Kazham and, let's face it, like every GM knows, that is where the Galka bath. And that's just not right.
To those who wish to comment
Only comment if you ACTUALLY play WHM. Do not tell me to /SCH or /RDM if I want refresh because that defeats the whole purpose of a "Natural" Refresh. It is already mandatory to /SCH for every veteran WHM out there. I know a lot of other people like to /RDM for Convert and Refresh (and Fast Cast). WHM should be concentrating on conserving MP as much as possible because there currently is no Natural Refresh. Sublimation and Light Arts are what most WHM should have up. In the long run, it is more reliable to have MP available without having to waste time curing yourself. A Cure V (or Cure VI if you insist) cast on a WHM that converted is time wasted that could be spent curing a teammate in a dire situation.